Techsupport_NA

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  1. Unfortunately, on my end the attempt to start the game in Safe Mode made it crash completely right off of the bat.
    Updater vanished, 'loading' appeared on screen and BAM, dead.

    With the latest video driver I can get into the login and character creator, but as I type I've been waiting for almost 15 minutes already for the loaderbar on Mercy Island to progress past 1/5th of the bar.

    I am on windows build 7100 because currently the latest RC seems to be too unstable for my machine.
  2. ((Smeg yerself, smeghead...))

    Pitch floated herself over to the bar properly, just hovering there until she got the attention of the barkeep.
    Eventually, after waiting for a bit she made a noise like scraping her throat and started talking.
    "I want a proper tea here, an do you mind if I reassume a form I can actually drink da tea in? Or haven't I proven I'm basically alien too enough yet?"

    ((Like said in another thread. Gotta love extended vacations And Hermod... EOI is back ;D ))
  3. [ QUOTE ]
    ((*looks at Cuppajoe's avatar* Oh no! Someone who knows where the name is from! I must flee! *Flashbang gernade* To the escape pods!))


    [/ QUOTE ]

    ((I am a Kheldian(half) :P ))

    The Warshade ignored most of the patrons, for now, as she floated over towards the bar. "I'll have a diet Cola." she ordered... though noone could actually pinpoint where that voice came from. Even Pitch didn't know how she managed to speak this way. But she could, so all is well.
  4. (( Can sarcastic Vulcans apply as well? ))

    There's a little commotion outside the doors as the bouncers are argueing with someone there. It appears to be a teen kid, covered in freckles and fake Vulcan-ears. After pointing out the house-rules, which are clearly posted on the wall next to the entrance, the kid has no other choice but go away and watch the Inn from across the street. Which he does, holding a large collection of newspaper photos.

    A few seconds later, a woman wants to step in and as the kid, she's pointed out the same rules. Taking off her square little sunglasses she peers at the man and hrms. "I tought dat my appearance was already odd enough." she notes. And true, the woman looks like someone mixed a porcupine and a human in almost equal measures.
    She then sighed, putting her glasses back on "Ok den, but remember dat you made me do dis."

    One implosion later, one of the more 'traditional' aliens in Paragon city floated itself through the doorway, the Dark Nova form of the Warshade appealing enough to the rules.
  5. Well,
    You're right about that. We're a bit further in the thread now, and the Photon Grenade done by the protectors is covered.
    For my guide, which is more or less still party-support based, I'm still going to stick with the proposed slotting of defense and endurance reduction.

    But with every minion of yours, and maybe other MMs, encased in two nice shields, you hardly see anyone go down.

    As for The Important Issue Seven Change (a little drama there);

    I suggest, if you are still following my slotting, to exchange one Recharge Reduction enhancement for an Endurance Reduction enhancement in both Upgrade and Equip Robot.
    Both powers have gotten a significant recharge boost, at the cost of a big endurance cost raise.

    Ok, now, in the end we picked up Detonate. And a couple of levels later, and six slots, we're finally on level 41.
    I'll be trying to stick an update on slots and powers inhere later, when I can check them against my Villain, but things get tricky here.

    What patron to pick?
    I'm going to be completely selfish here, and debate that a Robotics/Traps Mastermind is pretty Technology related, and Black Scorpion is the best-themed Patron for this area.
    Black Widow is cool, but ghostly powers and robots are an odd pairing.
    Sirocco... High-Tech and three magic abilities isn't all that 'themey'.
    Captain Mako... err... you get the idea.

    Anyway, for level 41, from Black Scorpion, I have selected the Scorpion Shield. It's a toggle power, so it's going to need some endurance reduction. But there's noone who can deny that some extra /personal/ defense is useful. Your Protector bots aren't out yet, your generator just ecploded... but you still have some armour going.
    First slot it comes with is packed with an Endurance Reduction enhancement.
  6. Level 38 Power
    Detonate.

    Yup, Detonate. It's tricky to use, I'm still trying to figure out how to properly employ the power but sofar I've noticed that it's a good one to have around in case you're getting overrun. Sacrifice a minion to trade-off massive damage.

    I can't discover an actual damage-output in the combat-tab, but I have noticed that enemies hit with the bomb also tend to lose all active toggles. From Longbow to Lilitu and Infernal, all toggles drop in the single kaboom.
    Currently pondering it slotted with 2 recharge, 3 damage and a to-hit, or even just a 3/3 recharge/damage. It's a slow loading power.
  7. Just grabbing both of your comments in one go.

    After deliberation I would have to come to the conclusion that Photon Grenade, if just used by the mastermind alone, does not reliably overcome an opponents disorient resistance.

    Two Protectorbots, however, shooting shortly after one another with a grenade would be able to do so more often, and a third shot of the mastermind themselves could break the last resist/make the last hit.

    On its own, as an attack purely for the mastermind before the protectorbots also gain the ability, it doesn't appear to have a reliable disorient, doesn't deal enough damage to be helpful until slotted up for it, and because it's an AoE will make a lot of mobs angry with you for attacking them.

    So, yeah. I agree with you that it IS a pretty decent attack, but only when your protectorbots have it too; Three grenades in rapid succession will wreak confusion havoc.
  8. [ QUOTE ]
    I love what you've done so far but I have one question. How is vengeance utilized? I was under the impression it wouldn't work on pets. I just finished the respec and want to rebuild my 32 Bot/traps MM. Also you dont like Acid mortar? I have heard good things about it. Do you really think repair is worth a power slot? The prot bots heal fairly well and most battles the bots don't seem like repair would make that much difference. Interested in what you have to say.
    Thanks, Dadda Man

    [/ QUOTE ]

    Right.
    Vengeance doesn't work on pets, no. But as this is a teaming Master-Mind you'll get to use it often enough. There's always the risk that a stalker doesn't get away from a boss in time, or the brute simply gets swamped.
    Defeat happens, no matter how much your Thermal Radiation Corruptor is spamming heals, and if you can turn your entire team and all your pets into instant-demigods at that moment... Well, it's a pretty neat feeling, holding off two succubi with only an Assault Bot left ;D

    I don't really like Acid Mortar because the times I've used it on the trainingroom myself, everything immediately ran away from it. I got them to stick around a little longer with caltrops around it, but it really didn't make a lot of difference. Not with the pots of damage the minions were throwing around. If you /do/ like it, though, make it work.

    As for Repair. There's moments where the Protector Bots just don't cut it. Nerva Spectral Demon Lords just suck up health from everything around them and a lucky shot from a longbow warden can drop all your minions except (barely) the Assault Bot in one go.
    Also, the protectors don't heal 'intelligently'. It appears to me that they just pick the bot (even other Masterminds') closest to them with the least amount of percentual health. Wether or not it's the Battledrone that's going to die a second later anyway, or an 'important' minion. They waste a lot of healing that way and having Repair around makes just enough of a difference. And it doesn't even need Heal Enhancers; it puts your minion at 100% health immediately, even the big one.

    That's my motivation at any rate, I'd like to see what other people might have to answer.
  9. Allright then. There it is... The updated version for the mastermind guide as I am writing it.
    Still bearing mind that this is a Mastermind Build that does more or less work better when you're in a team.
    It's a little different than the first time around, as the Leaping-pool is accessed earlier and the teleporting is shoved way to the back. There's no more level listing for slotting, but that oughtn't be a problem.

    There's a couple of powers inthere I have seen people balk about, or complain about, but I have to say that I've been running around with this build for a pretty long time now, and it hasn't let me down sofar.

    -Triage Beacon has been given a significant boost to healing; but you have to remember that it is an aid in surviving and not protection against defeat. If you are counting on a healing power that creates big green numbers, get Dark Miasma

    -There's a lot of knockback there, yes, I know. But the robots are a great asset in long-distance (and not to mention Area-of-effect), and any enemy not standing in melee range is an enemy not hitting your minions or yourself. Hence the addition of the Pulse Rifle Blast for a little added firepower and another push-back.
    I added an endurance reduction to the protection-bots, as well as kept the amount of defense enhancement slotting. I've read that most people don't quite see the reason for all the defense, but you'll have to realise that all the bubbles stack. The bots' ones on your other minions, the forcefield generator, other peoples forcefields. Every few percentages of damage avoidance is a few more.

    -Seeker Drones. I agree when you blink at that and go "But they're useless." That's what I thought too. I felt a little miffed when they didn't really do what I had expectred a set of drones to do. And that was rotate like a sattelite around me and explode into enemies that get near. Until I noticed the insane range on these things to summon them. You can basically call them in inside the aggro range of a group of enemies before they start noticing you... This will tick off the enemies at the Seeker Drones. At my current level these things have over 750 health, they're perfectly capable of eating up an Alpha strike, and then explode and land a to-hit debuff on your enemies to start combat on.

    Mind you, this is still just a guide. You're free to toy with the slotting to fit your own needs, and you're by no means stuck with taking Leaping, or Teleport (or Leadership, but it helps a lot.). In fact, drop leaping and Teleport and go 'Air superiority > Flight > Group Flight' to drag along the troupe, and smack in Maneuvres in the Leadership path. You'll have a lot of toggles running at that point, though, and re-equipping in mid-battle will be a hassle. Flight, Group Flight and Maneuvres also all need a lot of slots to make good use of. Now where at the 30's levels you'll be trying to figure out where to put the slots, they're very very valuable in the earlier parts.

    I also admit that most of these powers are a bit selfish. I do have to play with the same villain I put them on, and I want to have fun as well. But I encourage you to maybe get into the trainingroom and copy down the powers as-is and give it a whirr. Also, yes, there is no Fitness. Frankly, there's no room and no need; I go through about one to two Catch a Breath inspirations per hour, none if I take it easy.
    Last power will most likely be Detonate; sending off a battle drone to its doom with a giant explosive strapped to it sounds like a lot of fun.
  10. Archetype: Mastermind
    Primary Powers - Ranged : Robotics
    Secondary Powers - Support : Traps

    Level 01 : Web Grenade
    Accuracy

    Level 01 : Battle Drones
    Accuracy
    Accuracy
    Damage
    Damage
    Damage
    Knockback Distance

    Level 02 : Caltrops
    Recharge Reduction
    Slow

    Level 04 : Triage Beacon
    Recharge Reduction
    Heal
    Heal
    Heal

    Level 06 : Equip Robot
    Recharge Reduction
    Endurance Reduction
    Endurance Reduction

    Level 08 : Combat Jumping
    Jump

    Level 10 : Pulse Rifle Burst
    Accuracy
    Damage
    Knockback Distance

    Level 12 : Protector Bots
    Damage Resistance
    Damage Resistance
    Damage Resistance
    Heal
    Heal
    Endurance Reduction

    Level 14 : Super Jump
    Jump
    Jump

    Level 16 : Force Field Generator
    Damage Resistance
    Damage Resistance
    Damage Resistance

    Level 18 : Assault
    Endurance Reduction

    Level 20 : Repair
    Recharge Reduction
    Recharge Reduction
    Recharge Reduction

    Level 22 : Tactics
    To Hit Buff
    To Hit Buff
    To Hit Buff
    Endurance Reduction

    Level 24 : Vengeance
    To Hit Buff
    Healing
    Defense Buff
    Range

    Level 26 : Assault Bot
    Accuracy
    Accuracy
    Damage
    Damage
    Damage
    Knockback Distance

    Level 28 : Seeker Drones
    Accuracy
    Accuracy Debuff
    Accuracy Debuff

    Level 30 : Teleport Foe
    Accuracy

    Level 32 : Upgrade Robot
    Recharge Reduction
    Recharge Reduction
    Recharge Reduction
    Endurance Reduction
    Endurance Reduction

    Level 35 : Recall Friend
    Recharge Reduction
  11. It's supposed to be a guide, and I asked for feedback. Sofar it seems to be giving people help on the subject.

    Though, silly me has respecced his mastermind, picked up some new powers and forgot to write down what he got when. When I get home tonight I'm gonna try and get the villainbuilder up and figure out what I got, and add some helpful tactics I figured with the powers I put into the build.

    It involves using Seeker Drones to 'eat' alpha strikes ;D
  12. It's nice to see people are still actually reading this thing.
    I'm currently working on a tweaked updated version after a respec, and taking it all the way to lvl 32 ((Upgrade Robot... hmmm... </homer&gt).
    It leaves a couple of spots open for people to customise, specifically on a few 'dead' levels.
  13. Ok,
    Feedback good.

    I offered a Reduce Endurance slot into the Equip power because I noticed it will give quite a drain on your stamina once you have to go equip 3 Battle Drones, 2 Protector Bots and an Assault Bot. Specially when you hit lvl 32 and also want to use the Upgrade power. Granted, most of the time it's a once-only endurance expenditure, but I feel it helps.
    As far as Teleport Foe vs Rifle, that is an optiopnal path. For me, it works. Others want to open up the leadership pool and whatnot. This is merely 'a' build, heavily geared towards support, mind you, so personal attacks are secondary to other functions.

    As for why defense boosts in the Protector Bots. I've played those things silly and the shielding is the /only/ function next to healing and attacking I've seen them properly issue. Their knockback never seems to hit, their disorient never seems to hit... So if you're going to put slots in that at all, Defense is probably one of the better choices next to the heals. And due to the ED rules, using 3 of each is about the best you can get.
    Just remember. The Protector Bot shields stack with one another, Forcefield pool shields and the shield gotten from the Forcefield Generator. They also put a shield on all available mastermind pets and yourself. In the end, having a good 30% boost on "Def All" does make quite a difference on your own survival, and it makes sure not to have to heal or re-summon your minions.

    For the moment, this guide is on hiatus until I can get a Respec earned. I made a small judgement error at 24 I still regret greatly and until I get that respec in, I also can't get to the Trainingroom and test out completely different paths in these powersets.
    Just remember, if you want to have a power that doesn't do the damage or the additional effect that it states on the description, but instead aggros EVERYTHING in the vicinity on you directly, take the Photon Grenade... If you rather stay safe and have a useful power, pick anything else ;D
  14. Techsupport was tapping his armoured boot-toes on the floor of the Yellow line station. Here he was, waiting for the train, which was once again late. An amazing feat when one passes by every thirty seconds.

    He checked his watch, he checked his armours' clock and he checked his mission statement in the note he had been given by his contact. "We don't know what the council is up to, but you have exactly fifteen minutes to stop them before they blow up an office building" it read.

    Finally the cab arrived and the doors opened up on... A huge blue guy in a talking suit with a big gun, staring down a big orange guy with a bazooka while in a corner a hissing catgirl was corroding the very metal of the vehicle itself with smouldering black smoke.
    Techsupport raised a finger and nodded.

    "I'll take the next one." He said, watching the doors slide closed again.
    'I wonder if anyone will get mad at me if I just let the building expode and go grab a cup of coffee over at my brothers' place' he thought, watching the weirdo-filled caboose trundle off.
  15. Level 18:
    Assault
    Ok, even though Repair is available at this point, you don't really need it yet. This moment is for now the best to start on Leadership if you haven't yet. Also, Assault protects against Placate and Taunt as well, and from this level on you might find yourself in PvP related areas a lot. Slot: Reduce Endurance Cost
    ** Third and Last Battle Drone earned **

    Level 19:

    Add slots to Protector Bots: Defense Buff

    [/b]Level 20:[/b]
    Repair
    This level, one after the level it opens up. Now both your drone powers ought to be complete. And nothing much else /needs/ more slots. And this one does. Repair heals a minion of yours to full health and restores some endurance. It recharges slow, and it has a second or so of activation time. Slot: Reduce Recharge

    Level 21:

    Add slots to Repair: Reduce Recharge

    Level 22:
    Tactics
    If you haven't taken Teleport Foe, you could now have no less than 3 Leadership powers, if you did follow the guide exact; pick Tactics now. This power has also been adjusted to PvP to allow seeing through stealth besides upping your to-hit chances. Slot: To-Hit Buff
  16. Oddly enough it /is/ possible to target a Forcefield Generator and actually use Equip on it. It will not get the entire animation, but flare up in sparks, and it will not get upgraded.

    Possibly future feature? Or one that was tossed out of Beta?
  17. Techsupport_NA

    Mindgames (RP)

    Whitmoore Lobby

    Techsupport nodded and then looked at Elumien a moment "Err... You're not registered as a hero, are you?" he asked "We could get into a lot of trouble this way. Us going into Crey's is legal only thanks to the Vigilante act, otherwise the Countess can get our behinds in a sling..." He warns, and adding in a bit of a more concerned note "and without a medicom I cannot teleport you or watch your health."

    He waited a moment, seeing what the response would be, and figuring out wether or not he wanted to expose Elumien to the risk.

    Crey 'shop'

    "What do you mean 'It's not there yet!'," Yelled the chief geneticist of the facility through the phone. "I NEED those programming devices. We have a high grade specimen here and if we can't download her knowledge onto the blank brains, the next batch is useless."

    Elsewhere
    "I see," said the charming, but commanding, voice. "So this Techsupport didn't go to the Clockwork king, but he is going to meddle into the Crey labs himself."
    The soldier in front of the gleaming person nodded nervously.
    "Very well, I figured he would do that much. Send out team two, they have their instructions."
  18. Techsupport_NA

    Mindgames (RP)

    Tech looked a bit more relieved now as he studied the other two heroes who now voiced their support. Though he was being careful. A few surreptious commands had his visor take a few snapshots of their faces and sent to FSBA to be able to get an assessment of their security levels.

    "Ok... thanks..." he started, and then got out of the stairway as to stop blocking it. "You should know that this can get rather tricky. Cyclonite Cat is a pretty powerful heroine, and she was captured in what looks like a Crey repair shop. You'll all know what that means I hope."
    He was being more serious than he ever was normally, this is not supposed to be a personal matter... This time he had the responsibility to people who followed his call for help.
  19. Last but not least, there’s another guide I must point out to you. This one will be invaluable for any Mastermind; Robotics or otherwise.

    Khaiba's Mastermind Numeric Keypad Pet Controls

    This guide will help set you up a list of binds that will let you controll your pets efficiently during combat situations.
  20. Your Abilities

    This list is filled in as it develops, and new updates to it will be put at the end of the thread. Mind, I try to think in terms of slotting as what would be thematically useful, appropriate and otherwise build on your ability to Dictate the course of a battle. With these powers one can decide where you will wage the battle with the heroes, and make them come to you.

    Level 1:
    Battle Drone
    This is it. The battle drone is your staple warrior. Expendable and comes with a long-range and short-range attack. Short-range attack seems to have a rare disorient chance. You get a second at lvl 6 and a third at 18. Slot: Accuracy Enhancement
    Web Grenade
    Traps doesn’t offer any second chance on the Web Grenade. It’s a simple, if not often useful immobilise. Just a note that enemies thus en-trapped do not knock all over the field if you’re hoping on a Drones’ knockback. Slot: Accuracy Enhancement

    Level 2:
    Caltrops
    Instead of the attack offered, I would suggest using Caltrops. They won’t slow down the enemy that much, but they can prevent them from coming too close, or staying too close. You will find you use the caltrops mostly to perimeter off the place where you choose to do combat. Slot: Recharge Reduction

    Level 3:

    Add two slots to Battle Drones: Damage Enhancements.


    Level 4:
    Triage Beacon
    This beacon is set where you stand when you activate the power, to all allies in range it bestows a healing similar to Regeneration Aura. Slot: Recharge Reduction

    Level 5:

    Slot up your beacon with both new slots now: Healing Enhancements.


    Level 6:
    Equip Robot
    Equip Robot definitely takes precedence over the offered pool power. Equipping a Battle Drone adds a knockback ranged attack, which adds another attack in their repertoire all over.
    Slot: Endurance Reduction
    ** Second Battle Drone Earned **

    Level 7:

    Add two more slots to your battle drones: Accuracy Enhancement, Damage Enhancement

    Factoring in new DE rules, you might be able to squeeze in another Damage Enhancer instead of the Accuracy. But all taken in account, if the shots fired hit more the enemies will go down just as easily.

    Level 8:
    Pool Power
    Ok, it's a bit of a free slot, but depending on what you prefer you should either pick a Leadership power here, or Teleport Foe. Leadership is also useable on your Drones, but Teleport Foe makes for interesting effects when you transport a hapless hero right in the midst of a couple of trigger-happy drones. The effect grows with multiple masterminds present. This should be a power you can leave 1-slotted until way in your thirties since the slots are more neccesary somewhere else at this point. Slot: Just boost the main function of your chosen power

    Level 9:

    Add the last slot to Battle Drones: Knockback Enhancer
    Add leftover slot to Triage Beacon: Healing Enhancer

    The Battle Drone knockback hits fairly often, and you want to keep your enemies at a distance where the drones will continue their laserfire and not run up to them to hammer them. And since 1 acc, 5 dam will not work…
    This is also, for now, the last slot added to the Triage Beacon.

    Level 10:
    Travel Power
    It’s perhaps earlier than you would choose at the other side of the fence, but there is a reason for choosing a preliminary travel power at level 10. Wether it be flight, jumping or running, that’s your choice. If you chose to take Teleport as a travel, and picked Teleport Foe at level 8, consider a Leadership power perhaps. Slot: Enhance primary power function

    Level 11:

    Add slot to Caltrops: Recharge reduction.
    Add slot to Equip Robot: Endurance reduction


    Level 12:
    Protector Bot
    Your second in the Armada of Minions. This Bot will put a force bubble around your minions, even the minions of another Mastermind, and a bubble around you. If Equipped, it also gains the ability to heal other robotic minions. Slot: Defense Buff

    Important
    Switch out your slots with the following as soon as you hit the Dual Origin levels.
    Caltrops: Recharge Reduction, Slow Enhancement.
    Equip Robot: Recharge Reduction, Endurance Reduction.

    Level 13:

    Add two slots to Protector Bots: Defense Buffs


    Level 14:
    Travel Power
    Pick whatever travel power you had defined for yourself. Slot: Travel Enhancement

    Level 15:

    Add slot to Protector Bot: Heal Enhancement
    Add slot to Travel Power: Travel Enhancement


    Level 16:
    Forcefield Generator
    The Forcefield Generator is a pet from the Traps pool. It can not be controlled and will always try to hover as close to you as possible. Looks a lot better than the Sky Raiders version and is summoned in the same style as your robots. It creates a Dispersion Bubble for all allies inside it, and the Protector Bot will treat it as another minion. It will explode after a set time, but even without Recharge reductions the power will have refreshed. Slot: Defense Buff

    Level 17:

    Add slots to Forcefield Generator: Defense Buffs.
  21. The First Step:

    The first part of becoming a good mastermind is not related to powers. This is the guide to the Stylish Mastermind. There are two things that are as important as your abilities and those are your name and your looks.

    Your name is unfortunately not as properly selectable as the looks, as sometimes you’ll have to make due with choice #5, but try to avoid numbers and odd spelling as much as you can; People need to be able to remember your name… and tremble.

    As for the looks, it has been said better than I can put it to words:

    Yes, absolutely. But looks are ultimately less important than style. Certainly the various power suits and robotics themed costume options work for the robotics mastermind, but they all seem so off-the-rack as it were. Acceptable as an entry-level option, mais certainment; but those masterminds with a certain savoir faire will more naturally gravitate to more sartorial elegance.

    Tights are passe. Robes offer potential, in an inscrutably eastern or Hugh Heffner sort of way. Baggy clothes are declasse. And armor just screams of compensating for... shortcomings.

    The real distinction comes from jackets, of course. Lab, motorcycle and military field coats are rather bourgeousie, yet the more formal coats (including the military formal) add an air of high-priced sensual debauchery. Fine corinthian leathers, peruvian velvets, the textures alone are worth the cost of admission.

    Finely tailored dress slacks should go without saying, as do dress shoes. I'm fond of Stacy Adams, myself

    Ultimately it is how one chooses to accessorize that not only completes, but enlivens, one's ensemble. I recommend a good hat, foremost. Derby's always add an air of refinement, as do top hats and more military options. I feel that most masks and headgear are rather pedestrian, but if one is going for a certain retro-kitsch look the half-helmets are suitable.

    Eye wear is appropriate, both because they are stylish and because we're likely a bit myopic from staring at circuit boards endlessly. Be careful not to overdo it, however.

    Facial tattoos are the realm of the adventurous, and for every fashionista who uses one to stunning good effect there will be a dozen who's use of one labels them a fashion victim. Facial hair can be very effective for men, rather less so for women.

    Now, if only there was someplace where I could obtain a fine lignum vitae cane with silver fittings and concealed ray gun....
  22. Guide to the Stylish Masterminds, Robotics and Traps divisions.

    Following here is the first guide I ever made, and it’s not quite complete. It will be updated and altered as I progress and tinker. Constructive criticism and suggestions will be tried out and added.

    Firstly, this will be a Mastermind path that is geared towards Support. This is important to realise because you will have next to no real attacks of yourself other than your Battle Drones. However, it is my experience that you can shell it out against a decent group of opponents with possibly losing a Drone to bad AI decisions. That is, if you’re smart.

    The list goes up to level 17 for now, as the beta ended just as I hit 18 and did not get the chance to test the power for that level. Updates happen as soon as I can get them out.
  23. Good, someone already ported this one over. That's great.

    Also, why not go for good old standby "EXTERMINATE!"
  24. Techsupport_NA

    Mindgames (RP)

    Joe almost jumps when the person who at first just walked by turns and then taps on his shoulder. That's not good, being edgy causes mistakes, mistakes cost lives. In this case, it'd take a little while before he'd manage to get his nerves all sorted out.

    "Ummm yeah." he answered, his voice just a little distorted by the trademark rebreather "I just got a message that Kath, er, a Heroine called Cyclonite Cat is missing after she reported going into some small Crey outlet..."
    'A Heroine' right, it's obvious in his voice that this is a little more personal than just 'a rescue mission' too.
  25. Techsupport_NA

    Mindgames (RP)

    ((As promised, re-post of entrypoint for possible Whitmoore participants...))
    Whitmoore Lobby

    Techsupport, bedecked in full gear --His dull-silver armour giving off a soft hum of power --came barreling down the staircase.
    He looked around the place, expecting it to be as busy as it always was and called out.
    "I need help, quick..." he stated "Umm.. Hero down.. err.. heroine... It doesn't matter... I need people."